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Wizard1393

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Everything posted by Wizard1393

  1. Yeah I did this and it got much better. But the main problem is blue flights. In some missions, blue side get 3 strike packages to attack different targets. But only 1 start around when the player start. The other very often start an hour or more later. So when the player has RTB's the other blue strike packages are on their way, and I don't want to sit and wait until they complete their mission. All packages should have rougly the same TOT as the player in my opinion.
  2. Thanks, tried this, but lowering this number causes missions with almost no packages at all on either side. Went back to default 10800. Now all is normal again, but again I get AI packages that start 80! minutes into the mission, meaning TOT around 2h after mission start. Why it's like this I don't know? It does not do anything good for the player. I was hoping shortening the mission duration would just make AI packages spawn earlier or even enroute if necessary, but instead it seems like AI packages that are scheduled to start at a start time greater than mission duration gets cut out. I can understand due to DCS taxi problems not all packages should start exactly at the same time, but give them 5 minutes inbetween or something. Solvable?
  3. Any of the DCE Campaigns? But sure, the latest ones would suffice. I’ve noticed it in the latest F14 over PG... Many of the AI only packages start uncontrolled and have a start trigger at ~4000 seconds. Sounds great Esper!
  4. Question. Is it somehow possible to tune the ATO Generator to schedule packs more at the same time? Often other AI strike packages won't make it to target before I quit the mission because they often start one hour after player package.
  5. Excellent. Searched for tot, found this. So, IronMike, that feature 'bout ready? :)
  6. Suggestion, you deliver on that tall order. And NO BUGS plz! :smartass: On a serious note. That would be rad, the idea is not bad at all. However creating that loadouts file would take some time. I wonder I one could extract loadouts from all aircraft programmatically from DCS data and create this file...
  7. I was kinda hoping ED got this one wrong... The F-16 way is just so much better.
  8. Isn’t it supposed to work like in the f16? Less cumbersome and more logical, that the TDC e.g slews down past the limits, changes range, and then continues from the top.
  9. Hey @PB0_CEF, sometimes when I do Escort or SEAD for an AI Strike Package, the Strike Package takes off, orbits for a while at their WPT1 (Join), then says "RTB". Any idea what is causing this? EDIT: Can AI flights get fudged when accessing the mission planner? I usually review the mission planner before a mission and sometimes click on an AI flight. Even though you can't change anything other than your own flight, you can see that TOT values are red on AI flights. I wonder if the mission planner actually screws something up if you click an an AI flight... EDIT2: Also, seems like there's a problem in mission "F-14 over PG" with RED F-5's at Sirri Island. They spawn, but won't start ever. EDIT3: After some investigastion because of the feeling of very few RED flights, it seems quite common that some flights get stuck on the ground. I can see pilots in the cockpits, but they never start their mission. Anyone got any ideas why this is? Makes CAP/Escort/Intercept quite uninteresting because there's rarely something to shoot at. Also, I just ran an Escort mission with a SEAD and Strike flight in my package. The Strike flight never left the ground. The SEAD flight flew to target area (SA-2) but never fired any HARMS. :/
  10. Firstly, the thread title is misleading. The SA page does in fact respect True North setting. I think what he meant was the N UP setting. Thread title should be "SA page symbology doesn't respect N UP setting except MAP". Well I played back this track. No mods installed. OB 2.5.5.38140. And I can confirm obviously there's something wrong in the SA page while the HSI is set to N UP mode. Also tested with own new mission from the Mission Editor and the same results are found. If you set HSI mode to N UP, switch to SA page and turn on the MAP, when you turn, the compass rose and corresponding waypoint data is NOT supposed to turn. The map image layer respects the N UP setting as it should, but the compass rose and corresponding waypoint data turns as if in T UP mode. They too are supposed to be fixed in this mode, and instead the ownship marker should turn. So theres a bug in the SA page symbology display while HSI is set to N UP. Everything works correctly in the HSI page. @Gnabbla, good find! @BIGNEWY, please check again and confirm.
  11. I've heard a lot about this old campaign. Never played it. Really looking forward to your remake eyewave!
  12. @PB0_CEF: Any way to change the campaigns to recide in Saved Games\DCS instead of DCS World install folder?
  13. Lol nope didn’t like them one bit, the F-14A’s. xD. Yeah perhaps it’s not MBots original idea but still. It’s already doable sort of. Just requires to change the Player type squadron if you want to change, as long as all required payload data etc is there. Then generate next mission. What happens if you enter type player on several squadrons? Generator fails? Yeah perhaps there are more A2A flights in general in the beginning. But I wanted to do some strike missions so I commented out the other tasks for now. AI is doing a better job covering my ass A2A wise, than succeeding in their strikes...
  14. Wait, it appears Strike is in? Never got a Strike mission. [21] = { name = "VF-101", --unit name player = true, --player unit type = "F-14B", --aircraft type country = "USA", --unit country livery = {"VF-101 Grim Reapers Low Vis", "VF-101 Dark"}, --unit livery base = "CVN-70 Carl Vinson", --unit base skill = "High", --unit skill tasks = { --unit tasks ["Intercept"] = true, ["CAP"] = true, ["Escort"] = true, ["Fighter Sweep"] = true, ["Strike"] = true, }, number = 12, }, Also, if I wanted to change the RED aircraft types, would it be so simple as to change type = "F-14B", to type = "Mig-23MLD", Yes? And make sure they have loadouts for all tasks they will perform? Also, is it possible to have a combined campaign? As in, when generation next mission, the player can choose what aircraft to fly? That would be RAD. EDIT: I tried changing the F-14A's to MIG-23MLD and added loadouts for MIG-23MLD for the same tasks that the F-14A's have. But generating a new mission fails with error: Scripts/ATO_Generator.lua:147: attempt to perform arithmetic on field 'tStation' (a nil value) What else do I need to change? EDIT: Also changed livery now, did not help, same error. EDIT2: Got it fixed. Was some attributes on the loadouts I forgot to change when I copy/pasted loadouts...
  15. I meant literally putting the text there :smilewink:, but I see you ordered it nicely now. Oh, np m8. I'll have a looksie :)
  16. Btw, I'm trying out your latest F-14 over Persian Gulf. Is there no strike/A2G at all for the F-14? Only CAP/Escort/Intercept?
  17. Yes. Much better. Perhaps even adding something along the line of "From top to bottom - oldest to newest" above the table with campaigns would make it even clearer for everyone new to DCE Campaigns. :)
  18. I'm having a hard time understanding whats newest in the first post. 11.0.7 or 11.01.0? I would guess 11.01.0? And is the first list of CEF's missions not Campaign Version 20? What do I get if I want the latest updated content? Maybe a restructure of the first post is about time yes?
  19. Thanks for clearing that up IronMike. Please make sure you guys include detailed explanations of all Jester commands in the manual at some point.
  20. You would have to get the lead group ID (Group.getID) and then create the task table via script and push it to the following groups controllers. Not too familiar with Moose but maybe Mooses spawn functions return the group ID? SpawnBG1_1 = SPAWN:New( "BG_1_1" ):ReSpawn() What is SpawnBG1_1? An ID? Object?
  21. I stumbled on a bug yesterday. I had a dedicated server run a mission of mine. Connected to the server from a client. Everything was working smoothly. Engaged in the mission for an hour or so. Then disconnected. I reconnected an hour later, the mission still running. Then I notice that AI communications was lagging behind. As in example, an AI CAS flight was reporting "Engaging AAA at bulls..." but he was nowhere to be found. He had already landed and despawned. Noticed this was the case on ALL AI groups. CAS and CAP units, reporting waypoint pass, engagements etc. way way after the event had happened. All AI flights (red and blue) and also their targets was dynamically spawned. This has never happened when I run this same mission in SP. Anyone else had this bug?
  22. This is possible, if you change the task to FAC - Engage Group. This scenario only really works as long as you have the enemy group available in the editor, (as opposed to having it dynamically spawned via scripting) If you have the enemy group spawned via script, you would have to get the target group ID and push the task to the FAC group via Controller.PushTask(), alternatively use the JTAC Auto Lase functionality in the CTLD library that can also put smoke on target.
  23. What!? Ok, I did not know this. So, I can fire Phoenixes and turn cold right away? What an awful, and insanely useful, bit of information. :music_whistling:
  24. You can also set Jester radar option "Auto EL/AZ". What does that do then? Just cancel/reset any previous specific "range/alt" or "low-midlow-middle" commands and revert to static center elevation? It would be nice if at least the low/midlow/middle settings where labled with degrees too. E.g. "Middle (0 deg.), "Middle-Low (-5 deg.)" etc.
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